As a seasoned gaming journalist with over two decades of experience under my belt, I’ve seen it all – from the rise and fall of gaming giants to the triumphant comebacks of long-forgotten classics. But what I witnessed at TGS this year was nothing short of extraordinary. The booth belonging to the enigmatic studio behind Palworld and Craftopia was an absolute marvel, a testament to the passion and dedication of its creators.
Approximately ten months ago, very few gamers were familiar with the Japanese developer Pocketpair or their debut game Palworld. But this changed dramatically after the game’s early access launch in January. In the days and weeks that followed, it attracted tens of millions of players into its creature-collecting gameplay.
Currently, both Pocketpair and Palworld are widely recognized entities, a fact clearly demonstrated by the crowds flocking to their Tokyo Game Show exhibit. At this event, Game Rant had the opportunity to interview John “Bucky” Buckley, Global Community Manager for Pocketpair. Our discussion covered the company’s rapid growth, the triumph of Palworld in China, and the game’s future plans.
The following transcript has been edited for brevity and clarity.
The First Few Months Were an Absolute Whirlwind
A: Looking back at the past eight months, it’s been quite an extraordinary ride for you, isn’t it? Could you share with us your experiences and the journey you’ve taken during this time?
Bucky: How much time have we got? Things have been incredibly hectic! Last year, everything was so peaceful and tranquil for us, but then Palworld was launched. I barely remember what took place in January, February, and March. We were overwhelmed by the number of players, messages, feedback, and bug reports. The media also wanted to speak with us. Things became a bit quieter over the summer, but when we released our next update, it started all over again. However, we’re doing our best to manage everything.
Could you share with us your experience as an early team member, describing how it felt when your company unexpectedly doubled its workforce?
Bucky: The office has become warmer lately, there are more computers around, and the air conditioning isn’t top-notch. However, surprisingly, the company culture hasn’t undergone significant changes. Of course, things have become a bit more regulated. We need to be extra cautious with belongings. Nevertheless, we’ve encountered some truly exceptional individuals. Currently, our office is bursting at the seams. We’re hoping to relocate to a larger space next year, but I must say, we’ve been quite fortunate. We’ve been extremely lucky to find such remarkable people.
Question: When the game was initially released, many people characterized it as being similar to “Pokemon but with guns.” Did you perceive it in a similar manner?
As a gamer myself, I’ve got to be honest, our game wasn’t initially designed with that specific genre in mind. Our vision was always about crafting a unique monster-collecting experience, blending automation and survival elements. It’s more like diving into an adventure akin to games such as Ark, Satisfactory, or even Conan Exiles, but with a twist – we aim to bring more depth to the creature aspect. In other games, like Ark, dinosaurs mostly function autonomously. But in our game, we’re striving to infuse these creatures with more personality and interaction.
Q: Are those the games that inspired you while you were developing Palworld?
Bucky: Absolutely, they left a profound impact on us. Ark is among the most outstanding survival games from the last ten years. Games such as Ark and Rust have sparked a new trend in gaming, and we aspired to create something similar – a game that players could become fully immersed in and design their own unique worlds. Satisfactory is currently one of the smoothest games available, and since we appreciate automation so much, we incorporated some of those aspects as well.
A: Is it the crafting, survival, and management features that make Palworld distinct from other games in the creature-collecting genre, in your opinion?
Bucky: Absolutely. Many folks initially join Palworld for the companions called Pals, but soon discover that the main focus isn’t actually them. Instead, it’s about surviving and exploring, with the Pals merely accompanying you on your adventure.
Q: It’s still very early days, but do you have any news about PS5 sales?
Bucky: They’re going well. That’s all I can say at the moment.
The Future Looks Bright for Palworld
Q: What can you tell us about the future of Palworld? What can players expect moving forward?
Bucky: Later this year, we’ll roll out a significant update. Next year, our focus will be on optimization – fixing issues and perfecting the servers. We’re still working on finding the right balance for PvP, it’s proving to be quite a challenge. After that, we aim to release the full version of the game.
A: To what extent do these updates align with the initial concept of the game, and to what extent are they influenced by player suggestions and feedback?
Bucky: The game, Palworld, has been significantly influenced by feedback from the players. Originally, we planned to release the game, make some improvements, and then that would essentially be its lifespan. However, an unexpected surge of millions of players started playing it. They’ve expressed a desire for more Pals, islands, and bosses, so the updates are primarily based on what the players are asking for.
Could it be possible that we might see additional paid downloadable content (DLC) for Palworld at some point, since the free-to-play model has been rejected by our CEO?
Presently, our focus is on aspects like skins and such. Regarding DLC or expansions, that’s something we’ll discuss following the 1.0 version. At the moment, there are no active plans for these. However, if the game maintains growth post-launch, then I believe we will begin to contemplate those types of additions.
Q: Have there been any thoughts about a sequel?
Bucky: Are we talking about Palworld 2? Currently, Palworld is more like version 0.5. However, we’re considering expanding the intellectual property (IP). We’ve recently teamed up with Sony Music and Aniplex, which opens up possibilities for IP growth beyond just creating Palworld 2.
Q: How long do you plan on supporting the first game?
Bucky: As long as the games are being enjoyed by players, we’ll continue creating them. Currently, we’re working on two games simultaneously – Craftopia and Palworld. Once Craftopia is completed, resources will become available, but we’re unsure about our next project. We have numerous ideas, yet we haven’t decided which direction to take just yet.
Palworld Has Been a Huge Success in China
A: Your booth at TGS this year is truly impressive. Could you tell me about how much preparation is involved in something like this?
Bucky: For quite a while now, around three or four months, we’ve been preparing to showcase at Tokyo Game Show. It involves plenty of planning, effort, and design variations, not forgetting arranging for cosplayers and mascots. We’ve even done a substantial booth in China as a trial run and brought some of those resources to assist with the construction here.
A: I don’t have the most current statistics, but I believe approximately one-third of your PC player base might be from China. Was this level of representation something you anticipated?
Bucky: No way. That surprised everyone. Our biggest audience for Palworld is from China. The game has swept through China. Our Chinese fans are phenomenal. We attended two Chinese events this year and the support and affection were simply incredible. We didn’t anticipate it, but we’re delighted to experience it.
Question: What could be the reasons why Palworld, unlike many other Japanese games, has managed to thrive in the Chinese market?
As an avid gamer, I can’t help but express my curiosity about the success of Palworld. From my perspective, it appears to be a captivating blend of survival elements that keeps players engaged for extended periods. It seems these types of games are currently trending in China, where there’s a high appreciation for games with prolonged lifespans. However, we, as fans, can only speculate about the exact reasons behind its popularity; the developers might have some insights we don’t possess yet.
Could you please verify if the order you provided for your audience share was China, Japan, and then America?
Bucky: Right now, in terms of active players, yes. China, Japan, and then America.
Nintendo’s Recently Filed Lawsuit Won’t Change Pocketpair’s Plans
As a dedicated gamer, I can’t ignore the big issue at hand – the Nintendo lawsuit. It’s made me reevaluate my future plans, and while I can’t share all the details, it’s safe to say that this unexpected event has led me to reassess some aspects of my gaming journey.
Bucky: We refuse for any plans to be changed. We march on.
Were there any communications with Nintendo prior to the legal action, or was it an unexpected development for your team?
Bucky: No. We still haven’t heard anything.
A: Are you saying there’s a possibility that the patent involves the concept of capturing monsters? If so, have you confirmed this assumption?
Bucky: We’ve heard nothing.
[END]
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2024-09-30 17:54